OutOnTheOP Posted June 9, 2012 Posted June 9, 2012 A quick question for the devs regarding damage modelling: is damage from guns modelled as "more hits= more damage", or is penetrating damage modelled? I ask because have found that, despite what I always hear in documentaries, the dead-astern, close-range shot appears considerably harder than the 1500-foot, 20-30 degree deflection shot, when it comes to getting kills. Now, I'm sure part of this is because of convergence (certainly it's hard to get all 6 guns to hit the target in close), but I think part of it is damage modelling I suspect damage is currently moddeled simply by counting the number of hits, rather than accounting for the ANGLE of the hits and modelling the systems in the path of the bullet as it travels through the aircraft. The issue seems to be that modest deflection shot in the game gets more hits (because there is more visible planform to hit), while a low-deflection shot gets less hits (because you're firing at an edge-on target), yet each high-deflection hit incurs the same amount of damage as a low-deflection hit. The problem is that in reality, a low-deflection hit with a .50 cal is likely to travel right through the wing from rear to front, making a rather long "wound channel" and obliterating everything in it's path, to include wing spars (reference all the gun camera footage of wings snapping clean off Focke-Wulf), while a high-deflection shot would have fairly short "wound channels" that most likely would simply punch a hole in the wing top skin, hit nothing vital, then punch right out the bottom skin. Is there, or are there plans to, model bullet impact angle?
Flamin_Squirrel Posted June 9, 2012 Posted June 9, 2012 I expect what ever it is now it'll end up as a proper penetrating damage model. At either rate, it's currently a WIP. See here http://forums.eagle.ru/showthread.php?t=87410
ED Team Yo-Yo Posted June 9, 2012 ED Team Posted June 9, 2012 A quick question for the devs regarding damage modelling: is damage from guns modelled as "more hits= more damage", or is penetrating damage modelled? I ask because have found that, despite what I always hear in documentaries, the dead-astern, close-range shot appears considerably harder than the 1500-foot, 20-30 degree deflection shot, when it comes to getting kills. Now, I'm sure part of this is because of convergence (certainly it's hard to get all 6 guns to hit the target in close), but I think part of it is damage modelling I suspect damage is currently moddeled simply by counting the number of hits, rather than accounting for the ANGLE of the hits and modelling the systems in the path of the bullet as it travels through the aircraft. The issue seems to be that modest deflection shot in the game gets more hits (because there is more visible planform to hit), while a low-deflection shot gets less hits (because you're firing at an edge-on target), yet each high-deflection hit incurs the same amount of damage as a low-deflection hit. The problem is that in reality, a low-deflection hit with a .50 cal is likely to travel right through the wing from rear to front, making a rather long "wound channel" and obliterating everything in it's path, to include wing spars (reference all the gun camera footage of wings snapping clean off Focke-Wulf), while a high-deflection shot would have fairly short "wound channels" that most likely would simply punch a hole in the wing top skin, hit nothing vital, then punch right out the bottom skin. Is there, or are there plans to, model bullet impact angle? The current box intersection model allows wing spar damage if you make a proper box in the 3D model. The current model does not support so detailed DM so your note makes sense. There is no problem to model boxes for cables or tubes clusters passing through the wing for example but it requires a lot of engineering work assigning proper content to these boxes. I think that it's the way we must go on. Anyway, I only can say that in the current model bullet terminal speed is taken in account calculating the damage. Ніщо так сильно не ранить мозок, як уламки скла від розбитих рожевих окулярів There is nothing so hurtful for the brain as splinters of broken rose-coloured spectacles. Ничто так сильно не ранит мозг, как осколки стекла от разбитых розовых очков (С) Me
OutOnTheOP Posted June 10, 2012 Author Posted June 10, 2012 Ah, ok; so it's somewhere between the two currently, and as a result of the box-intersection hit tracking, will ultimately account for impact angle/ damage track. Thanks!
Recommended Posts